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Re: 6 & 2 / 5 & 3 Encoding
- Subject: Re: 6 & 2 / 5 & 3 Encoding
- From: nathan@cco.caltech.edu (Nathan Mates)
- Date: 3 Feb 1995 07:56:14 GMT
- Newsgroups: comp.emulators.apple2, comp.sys.apple2
- Organization: California Institute of Technology, Pasadena
- References: <3gop7c$ma8@usenet.ins.cwru.edu>
- Xref: nntp.gmd.de comp.emulators.apple2:1890 comp.sys.apple2:53498
In article <3gop7c$ma8@usenet.ins.cwru.edu>,
Michael A. Balfour <mab22@po.CWRU.Edu> wrote:
>I've been busy writing an emulator, and I'm on disk access currently.
>Unfortunately, I don't have access to any useful texts like Beneath
>Apple DOS, so I was wondering if somebody could *please* explain to me
>how 6 & 2 and 5 & 3 encoding works (and for that matter, why it's
>necessary). E-mail would be greatly appreciated.
Unless you're planning to make this a 1:1 emulator down to the
hardware, you might want to skip this step. Basically, it comes from
the fact that early Disk II controllers could not reliably read more
than 1 0 bit. Two or more zeros in a row wouls start producing false
1's, and other stuff you'd rather not deal with.
The solution was to pad a series of 5 bits with 3 one bits such
that there was never any 2 0's in a row. Later controller roms were
more accurate, and could handle 2 0's in a row, so the number of
padding bits could be reduced.
As to actually 'how it works' and source, sorry, I don't know off
the top of my head.
Nathan Mates
--
* Nathan Mates http://www.ugcs.caltech.edu/~nathan/ <*>
* Ftp humor archiver: ftp to ftp.cco.caltech.edu, look in pub/humor *
* "Always listen to experts. They'll tell what can't be done, and *
* why. Then do it." -- Robert A. Heinlein, Lazarus Long *